This mod contains various cybernetics themed around 40k, some found in my dusty rulesbooks, others made up to complement them.
These cybernetics cannot be crafted, and can only be found through traders that trades bionics and quest rewards!
Once installed the implants cannot be removed again, except for cybernetics limbs and organs, which can be if another is used to replace it.
Requires: Warhammer 40.000 - Core
The first implants to talk about are the Internal Resevoir and Mechadendrite Neural System.
There's also a new set of bionics, called Cybernetics, that are stronger than normal bionics but weaker than archotech bionics. However when used in tandem with an Internal Resevoir, they will passivly drain the battery and provide a buff that will make them slightly better than archotech.
Then there's the Mechadendrites, these will passively drain power to fully function. If there's no power to draw from, they lose any attack they might give and only give 1/4th of their bonus.
Currently included ones are:
Then there's a couple af activatably implants that uses power actively, costing a larger chunck of power upfront, these include:
The rest of the implants will be described in a few words here:
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